Animation Tutorial - Questions
Posted: Tue May 27, 2008 10:17 am
Stridor,
First of all, thank you you for taking the time and writing up the how-to ... much appreciation!!
I have some questions ...
1. In Motomouse's bike thread you said ...
What I would like to do is start fresh and take the mesh of a TC and animate him. At the moment, I can only see that we just add the TC frame to the model and the animation for him is all spelled out in the original X file ... right? I know you're busy but by chance can you elaborate more on animating the TC. Here are some of my ideas based on your tut ...
a. During keyframe 200, the TC mesh moves rapidly into the hull (closed hatch). For 201, he pop's back out ... and 202 he pop's back in. Sort of like a Jack-in-the-Box [:D] ... without the crank and music.
b. Wheel roation cycle ... as you explained it above.
c. Death animation ... well, I'll surprise you on that!
Anyway, does the game have a problem with NOT having a "Frame_bone_tankcommander" in the code? I'm think not since it's extra bling frames.
2. Position Scaling ... When exporting you set a scale of 0.3937 ... well, if we begin the tut using the proper scale and then change it again , won't this shrink it even more? I haven't gotten this far with my tank yet so I thought it was odd scaling it twice ... Of course, as a smelly human what do I know about any of this[:D].
3. Extra Bling ... You mentioned this and I'm wondering ... Can you show a quick example of extra bling? I'm curious as to where in the frame heiarchy it would go and what the naming of the frame would be ... or does the names matter ... ie frame_bone_bling ?
Thanks again ... I'm full of questions!
Rob
First of all, thank you you for taking the time and writing up the how-to ... much appreciation!!
I have some questions ...
1. In Motomouse's bike thread you said ...
By having your riders part of the vehicle mesh you can have them lying about dead when the bike blows up. You can also tie their head and body movements into the wheel rotation cycle (you get 60 frames to play with in that case). The other benefit is that you won't get the dead TC bug! You will have to have a null TC however.
What I would like to do is start fresh and take the mesh of a TC and animate him. At the moment, I can only see that we just add the TC frame to the model and the animation for him is all spelled out in the original X file ... right? I know you're busy but by chance can you elaborate more on animating the TC. Here are some of my ideas based on your tut ...
a. During keyframe 200, the TC mesh moves rapidly into the hull (closed hatch). For 201, he pop's back out ... and 202 he pop's back in. Sort of like a Jack-in-the-Box [:D] ... without the crank and music.
b. Wheel roation cycle ... as you explained it above.
c. Death animation ... well, I'll surprise you on that!
Anyway, does the game have a problem with NOT having a "Frame_bone_tankcommander" in the code? I'm think not since it's extra bling frames.
2. Position Scaling ... When exporting you set a scale of 0.3937 ... well, if we begin the tut using the proper scale and then change it again , won't this shrink it even more? I haven't gotten this far with my tank yet so I thought it was odd scaling it twice ... Of course, as a smelly human what do I know about any of this[:D].
3. Extra Bling ... You mentioned this and I'm wondering ... Can you show a quick example of extra bling? I'm curious as to where in the frame heiarchy it would go and what the naming of the frame would be ... or does the names matter ... ie frame_bone_bling ?
Thanks again ... I'm full of questions!
Rob
